Posted July 26, 2015
I have tried on a couple of previous occasions to get into MM6, but got discouraged by large stacks that took forever to fight. Well, I have found what to me at least is an excellent party that appears to be newbie-friendly to help counteract that somewhat...
Knight, Druid, Cleric, Sorcerer
The only drawback is that the Knight is really your only heavy-melee character, but I am finding that less of a drawback than having the large pool of SP that the Druid brings. Also, after having the Druid learn Expert Body right away, I now have the Druid learning water magic up to Master, which frees up the Sorcerer to learn Fire magic up to master quickly (followed shortly after by Air magic)...that means that in places like the Dragoons Dungeon, I am blowing through enemies--including the slimes--with the 1-2 punch of Sorcerer Fireball (or Fire Wall if they are too close), and the Druid water attack (forget the name of it, the one that scales damage dice with # of points in water). That lets me take care of the large groups of people fairly efficiently, so I am enjoying it much more this time!
I gave all secondary skills to the Knight, which also seems to be fine. All characters have Bow, Body Building at least at level 1, Learning expert, and all spellcasters have Meditation at least at Expert.
I should say the one drawback is that the Druid promotion quest is a pain...it isn't really *tough*, but it is only possible to accomplish on 4 days of the (game) year...minor drawback for being able to blast through these stacks so efficiently :)
PS: The idea for someone relatively new to the game to try KDCS is not original, I got the idea from aetherspoon's FAQ...but I wanted to heartily endorse this recommended newbie party!
Knight, Druid, Cleric, Sorcerer
The only drawback is that the Knight is really your only heavy-melee character, but I am finding that less of a drawback than having the large pool of SP that the Druid brings. Also, after having the Druid learn Expert Body right away, I now have the Druid learning water magic up to Master, which frees up the Sorcerer to learn Fire magic up to master quickly (followed shortly after by Air magic)...that means that in places like the Dragoons Dungeon, I am blowing through enemies--including the slimes--with the 1-2 punch of Sorcerer Fireball (or Fire Wall if they are too close), and the Druid water attack (forget the name of it, the one that scales damage dice with # of points in water). That lets me take care of the large groups of people fairly efficiently, so I am enjoying it much more this time!
I gave all secondary skills to the Knight, which also seems to be fine. All characters have Bow, Body Building at least at level 1, Learning expert, and all spellcasters have Meditation at least at Expert.
I should say the one drawback is that the Druid promotion quest is a pain...it isn't really *tough*, but it is only possible to accomplish on 4 days of the (game) year...minor drawback for being able to blast through these stacks so efficiently :)
PS: The idea for someone relatively new to the game to try KDCS is not original, I got the idea from aetherspoon's FAQ...but I wanted to heartily endorse this recommended newbie party!
Post edited July 26, 2015 by sdbutler80